Module godotvariants

Procs

proc getType(p: GodotVariant): VariantType {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; src: GodotVariant) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; b: bool) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; i: uint64) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; i: int64) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; r: cdouble) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; s: GodotString) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; v2: Vector2) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; rect2: Rect2) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; v3: Vector3) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; t2d: Transform2D) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; plane: Plane) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; quat: Quat) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; aabb: AABB) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; basis: Basis) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; trans: Transform) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; color: Color) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; nodePath: GodotNodePath) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; rid: RID) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; obj: ptr GodotObject) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; arr: GodotArray) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pba: GodotPoolByteArray) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pia: GodotPoolIntArray) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pra: GodotPoolRealArray) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; psa: GodotPoolStringArray) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pv2a: GodotPoolVector2Array) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pv3a: GodotPoolVector3Array) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pca: GodotPoolColorArray) {.
inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; dict: GodotDictionary) {.
inline, raises: [], tags: []
.}
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proc deinit(v: var GodotVariant) {.
inline, raises: [], tags: []
.}
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proc asBool(self: GodotVariant): bool {.
inline, raises: [], tags: []
.}
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proc asUInt(self: GodotVariant): uint64 {.
inline, raises: [], tags: []
.}
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proc asInt(self: GodotVariant): int64 {.
inline, raises: [], tags: []
.}
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proc asReal(self: GodotVariant): cdouble {.
inline, raises: [], tags: []
.}
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proc asGodotString(self: GodotVariant): GodotString {.
inline, raises: [], tags: []
.}
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proc asVector2(self: GodotVariant): Vector2 {.
inline, raises: [], tags: []
.}
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proc asRect2(self: GodotVariant): Rect2 {.
inline, raises: [], tags: []
.}
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proc asVector3(self: GodotVariant): Vector3 {.
inline, raises: [], tags: []
.}
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proc asTransform2D(self: GodotVariant): Transform2D {.
inline, raises: [], tags: []
.}
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proc asPlane(self: GodotVariant): Plane {.
inline, raises: [], tags: []
.}
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proc asQuat(self: GodotVariant): Quat {.
inline, raises: [], tags: []
.}
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proc asAABB(self: GodotVariant): AABB {.
inline, raises: [], tags: []
.}
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proc asBasis(self: GodotVariant): Basis {.
inline, raises: [], tags: []
.}
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proc asTransform(self: GodotVariant): Transform {.
inline, raises: [], tags: []
.}
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proc asColor(self: GodotVariant): Color {.
inline, raises: [], tags: []
.}
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proc asNodePath(self: GodotVariant): GodotNodePath {.
inline, raises: [], tags: []
.}
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proc asRID(self: GodotVariant): RID {.
inline, raises: [], tags: []
.}
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proc asGodotObject(self: GodotVariant): ptr GodotObject {.
inline, raises: [], tags: []
.}
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proc asGodotArray(self: GodotVariant): GodotArray {.
inline, raises: [], tags: []
.}
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proc asGodotPoolByteArray(self: GodotVariant): GodotPoolByteArray {.
inline, raises: [], tags: []
.}
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proc asGodotPoolIntArray(self: GodotVariant): GodotPoolIntArray {.
inline, raises: [], tags: []
.}
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proc asGodotPoolRealArray(self: GodotVariant): GodotPoolRealArray {.
inline, raises: [], tags: []
.}
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proc asGodotPoolStringArray(self: GodotVariant): GodotPoolStringArray {.
inline, raises: [], tags: []
.}
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proc asGodotPoolVector2Array(self: GodotVariant): GodotPoolVector2Array {.
inline, raises: [], tags: []
.}
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proc asGodotPoolVector3Array(self: GodotVariant): GodotPoolVector3Array {.
inline, raises: [], tags: []
.}
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proc asGodotPoolColorArray(self: GodotVariant): GodotPoolColorArray {.
inline, raises: [], tags: []
.}
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proc asGodotDictionary(self: GodotVariant): GodotDictionary {.
inline, raises: [], tags: []
.}
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proc call(self: var GodotVariant; meth: GodotString;
         args: ptr array[256, ptr GodotVariant]; argCount: cint;
         error: var VariantCallError): GodotVariant {.
inline, raises: [], tags: []
.}
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proc hasMethod(self: GodotVariant; meth: GodotString): bool {.
inline, raises: [], tags: []
.}
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proc `==`(self, other: GodotVariant): bool {.
inline, raises: [], tags: []
.}
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proc `<`(self, other: GodotVariant): bool {.
inline, raises: [], tags: []
.}
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proc hashCompare(self, other: GodotVariant): bool {.
inline, raises: [], tags: []
.}
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proc booleanize(self: GodotVariant): bool {.
inline, raises: [], tags: []
.}
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proc `$`(self: GodotVariant): string {.
raises: [], tags: []
.}
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